
ac.skill('净灵圣光'){
    temp = '攻击触发',
    model1 = [[728.mdl]],
    on_run = function(self,hero,target)
        local point1 = hero:get_point()
        local point2 = target:get_point()
        local angle = point2 / point1
        local damage = self:dmg_get()
        local lock = {}
        local num = 2
        for a=1,num do
            local angle = angle + (a-num/2 - 0.5)*90
            local point3 = point2 - {angle,500}
            local mover = point3:launch_wave(self.model1,angle+180,1200,1200)
            mover.mover:set_height(100)
            
            sc.loopUnit(0.03,mover,150,function(group,unit)
                if unit:is_enemy(hero) and lock[unit.handle]==nil then
                    lock[unit.handle] = true
                    hero:create_damage(unit,damage,self)
                end
            end)
            
        end
    end
}